Пример #1
0
    // Use this for initialization
    void Start()
    {
        // Get a reference to the spatial mesh
        SpatialMapping        = GameObject.Find("SpatialMapping");
        objectSurfaceObserver = SpatialMapping.GetComponent <ObjectSurfaceObserver>();

        layout = layoutInfo.text;
    }
Пример #2
0
    void Awake()
    {
        // on awake initialize clicker, spatial mapping material and other things
        clickerManager        = GetComponent <ClickerManager>();
        ClickSwitch           = false;
        logPosRot             = mainCamera.GetComponent <LogPosRot>();
        mappingMaterial       = spatialMapping.GetComponent <SpatialMappingManager>();
        objectSurfaceObserver = spatialMapping.GetComponent <ObjectSurfaceObserver>();
        var meshmanager = GetComponent <MeshManager>();

        // App always starts off
        mappingMaterial.DrawVisualMeshes = false;
    }
Пример #3
0
    void Start()
    {
        GameObject SpatialMappingObject = GameObject.Find("SpatialMapping");

        onSceneMappingObserver  = SpatialMappingObject.GetComponent <SpatialMappingObserver>();
        onSceneSpatialManager   = SpatialMappingObject.GetComponent <SpatialMappingManager>();
        onSceneGeommetryDivider = SpatialMappingObject.GetComponent <ObjectSurfaceObserver>();

        onSceneMappingObserver.enabled          = false;
        onSceneSpatialManager.autoStartObserver = false;
        onSceneGeommetryDivider.enabled         = false;

        MRCam = GameObject.FindGameObjectWithTag(TAG_MAIN_CAMERA);
        informationObject.transform.position = MRCam.transform.position + MRCam.transform.forward * distanceFromCam;
        informationObject.transform.rotation = Quaternion.LookRotation(informationObject.transform.position - MRCam.transform.position, MRCam.transform.up);
    }
Пример #4
0
        void InitializeRoom()
        {
            // if the spatial mapping object doesn't exist, create it
            if (spatialMappingObj == null)
            {
                InstantiateSpatialMappingPrefab();
            }

            // move the room mesh over to the spatialmappingobj
            ObjectSurfaceObserver surfaceObserver = spatialMappingObj.GetComponent <ObjectSurfaceObserver>();

            surfaceObserver.roomModel = Resources.Load <GameObject>(Constants.Folders.RoomMeshFolderPath + Constants.Names.RoomMeshName + Constants.Suffixes.RoomMeshSuffix);
            // set the material that the spatialmapping object will use to render it
            SpatialMappingManager mappingManager = spatialMappingObj.GetComponent <SpatialMappingManager>();

            mappingManager.SetSurfaceMaterial(CreateRoomMeshMaterial());
        }